At 09:07 PM 10/5/2005 -0400, you wrote: >Is the "industrial" design defined as minimal, uncluttered? That's one type of design, not necessarily the right one to use in a given case. I think most designs could benefit from this as it makes things less >complicated. On mechanical design-- given the complexities of injection molding, a simple shape with no texture or other details and a sharp geometric design could look pretty crummy (visible knit lines and flow lines, visible slight distortion) and could be difficult to remove from the mold. A more complex shape could be much more forgiving of normal imperfections and could require much less handwork of the tooling (polishing, for example). It could also look good longer due to visually hiding nicks and scratches that develop during normal use. >I believe it really is a "zen" thing, though I don't know >if I'm qualified to use that word :) >Minimalist artistic design (as I would call the "industrial" design) >makes things appear monolithic and superior, though they may not be >functionally. >The design of the iPod is nice imo. The one problem is that the >polycarbonate front scratches VERY easily. Other than that I enjoy it >very much. Polycarbonate is a very tough, but rather soft plastic, so it's bound to pick up scratches. How much they 'show' is partially a function of the design. >I don't see how the "industrial" design fits your applications though >because it would probably make things more expensive to manufacture, >would it not? A bit, but it's mostly up-front cost. The cost of a molded part is mostly determined by the weight (materials), maximum thickness (time required to cool) and surface area in the split-line plane (clamping pressure and injection pressure of machine required). The cost of the mold is somewhat higher for more complex parts of a given size, but if the design is good, maybe not much different. >[drifting away from Apple...] >I believe the industrial design stretches to how devices operate as >well. The most direct and efficient [for the user!] method should be >taken. It can be hard for engineers to think like the typical user but >it is the only way to make things nice to use. Remote controls are an example. Part of it is the designer must understand what similar devices the user will likely be familiar with and try to fit into that reality, even if it isn't optimal in a global sense. For example, I'd never buy something with an alphanumeric keyboard that isn't QWERTY layout. Some products have been designed with ABCD layouts because the designers assumed their target market didn't know how to type. >[back to Apple] >I believe they left out some nice possible features to make the iPod >easy enough for the typical user. I come back to remote controls- some of them look like the engineers ran amuck and put every conceivable feature in there.. most of which the average user will never even try once. Apple sometimes goes too far (the one button mouse) but at least they are considering the alternatives. The 80% of features you'll never use should not inhibit the use of the 20% that you'll use all the time (back to Pareto's Principle). Best regards, Spehro Pefhany --"it's the network..." "The Journey is the reward" speff@interlog.com Info for manufacturers: http://www.trexon.com Embedded software/hardware/analog Info for designers: http://www.speff.com -- http://www.piclist.com PIC/SX FAQ & list archive View/change your membership options at http://mailman.mit.edu/mailman/listinfo/piclist